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Messages - Maklak

Pages: 1 ... 77 78 [79] 80 81 ... 94
1171
In my current fort I had like 0-2 idlers for over a year. Production chains are choked. I even stopped dumping stone. Now I miss having some idlers, they could quickly do any hauling, that needed doing. I think, I'll have to rise my pop cap above 50, and make more bins.

1172
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: May 03, 2011, 04:26:39 am »
I'm experimenting with mining goblinite, and other organics. Mining picks are listed as edge weapons. Would it be prudent to make them out of funobtanium (I have more of it than iron, but strand extraction is slow), or should I stick with steel?

My legendary +5 miners, I assigned to squad are doing "individual combat drill" for a year now, without skill gains (I think). Squad leader has teacher 5 and dodge 5 from embark points. When I give them a kill order they go and kill some badgers, and then stand "soldier unable to follow order", even tough there are still hostiles on them map. Sometimes this happens, sometimes they just kill whatever I want them to.

1173
DF Gameplay Questions / Re: Warhammers and Maces
« on: May 02, 2011, 02:33:42 pm »
The consensus seems to be that warhammers are better for Dwarfs. I would be interested in knowing, what is better for weapon traps, tough: silver warhammers, or silver maces?

1174
DF Dwarf Mode Discussion / Re: Using iron to build up smithing xp
« on: May 02, 2011, 09:04:27 am »
This wiki article is very informative: http://df.magmawiki.com/index.php/DF2010:Melting

Looking at it, with too much iron I'd personally make enormous corkscrews. Good quality ones can be used for weapon traps, and other melted or used for pumps. They are magma-safe too!.

1175
I just set a magma smelter on repeat and make iron ore and flux stockpiles nearby. I have a bar stockpile close too, and a few excess bars of iron and pig iron just in case.

Smelt hematite      R
Smelt hematite      R
Smelt Pig Iron       R
Make steel Bar      R

Other than that, I'd like the ability to copy and paste an order in manager screen too. It is somewhat annoying to repeatedly get through all the menus to make 150 of something without setting a workshop on repeat.

1176
DF Gameplay Questions / Re: Human/elf diplomats
« on: May 01, 2011, 05:03:32 pm »
While you're at it, how to give Elves caravan guards?

1177
DF Suggestions / Re: Constructions Build Skills
« on: May 01, 2011, 04:57:54 pm »
My guess on the meta-logic is that having small gains in masonry on random haulers who happen to be building a wall would screw up mood and give player lots of Dwarfs with low skill, so workshop profiles would have to be set to only accept skilled masons. Other than that I don't see the point in walls not training masonry.

1178
DF Dwarf Mode Discussion / Re: a rant
« on: April 28, 2011, 06:58:01 pm »
Or go back to 31.18 My embarks (Lazy Newb World -> 2x2) had lots of copper, and 1-2k tin.

1179
DF Suggestions / Re: autobutcher, shaver etc
« on: April 28, 2011, 06:52:08 pm »
Standing orders are near the top of Eternal Suggestion Vote, and are likely to be implemented someday. They are not just for animals, but everything, like booze, meals, furniture, whatever. Personaly I'd like to see auto milking auto shearing, and auto make cheese. I like cheese.

1180
DF Gameplay Questions / Re: Personal bedroom to dorm ratio
« on: April 27, 2011, 02:43:50 pm »
I used communal barracks and dormitories in my first fortresses, and it worked well enough. After that I moved to making enough 3x3+ rooms for all the dwarfs, each with bed, door, cabinet, chest/sack, chair and table, and smoothed walls, but that was just too much work. Now I'm exprimenting with something in between: I dig out a big room (23x23 or other Dwarfy number), and place there a grid of beds 2 spaces apart. From those beds I designate 3x3 "rooms" (no overlapping), and let them be claimed by whoever wants. There is plenty of room to put cabinets, coffins or whatever around these beds. Some people even use 1x1 rooms with good effect, but I still want Dwarfs to have cabinets. Of course important Dwarfs, like nobles, still get real rooms.

1181
DF Suggestions / Re: 64 bit version
« on: April 25, 2011, 09:49:50 am »
A smaller step would be to build with MMX and SSE2 rather than pure 386 instruction set. You don't need x64 for vectorized instructions. Performance gain could be well worth it, but even this is a lot of work. It also needs all the libraries to be compiled with MMX and SSE2, and there is potential for some bugs and crashes that disappear without optimization.

1182
DF Gameplay Questions / Re: how do meals work again?
« on: April 24, 2011, 03:50:39 pm »
Also also, you probably wouldn't want to be cooking your booze supply anyways.

Why not? Seems like a good way to increase stack size, and with cooks always using 1 solid ingredient, and only using drinks, when there is no solid food, it is hard to use up too much alcohol for cooking. I never had a problem with that.

1183
GCS seems !fun!, and I could spray excess dungeon masters with expensive webs all day :)

Outpost Liaison seems fine too, but there is the obvious downside of traveling through Goblinland.

Other than that I'd settle for a philosopher, but it's taken already.

A child maybe? Most overseers just ignore them anyway.

Arcology guy who had his mood, and got locked in control room seems fine too, but that's taken.

Looking through that list here is what seems fine to me: No military skills other than dodger, and [Run away]. Woodcutting. Butchery. Farming and Plant Gathering. Heck, I could learn milking. Cooking. Fish Cleaning. Fish Dissection. Wood Burning. Animal Dissection. Metalcrafting. [Store item in a bin]. Level Puller (but if it's !that! kind of lever, I'll first go get a drink, sleep, eat, go on break, attend party, drink again, and let someone else pull it). Cleaner (screw that, I'm not cleaning FB extracts). None of those skills good enough to be any good. 

Preferably male. Child seems like the best option to me. I'd probably be an OK farmer by the time I come of age too.

EDIT: I could go for any skill I mentioned, so pure grower is OK. I tend some plants IRL as a hobby too.

1184
DF Gameplay Questions / Re: Fuel cost of melting items?
« on: April 21, 2011, 05:01:01 pm »
Yes, but they will still be meted one by one (each using a unit of coke without magma smelter) into 0.1 metal (assumming, they are not in a stack). Besides I don't melt ammo anyway. I didn't make myself clear, I was thinking "Fill a smelter up with as much stuff designated to melt made of the same material as will fil, and smelt it all at once".

1185
DF Gameplay Questions / Re: Fuel cost of melting items?
« on: April 21, 2011, 02:52:39 pm »
This game could use a "batch smelting" job, where multiple items of the same material are smelted at once. Probably best implemented after materials are handled in a different way (mass / volume), tough.

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